Пример #1
0
void CMagicProcess::AreaAttackDamage(int magictype, int rx, int rz, int magicid, int moral, int data1, int data2, int data3, int dexpoint, int righthand_damage)
{
	MAP* pMap = m_pSrcUser->GetMap();
	if (pMap == NULL) return;
	// 자신의 region에 있는 UserArray을 먼저 검색하여,, 가까운 거리에 유저가 있는지를 판단..
	if(rx < 0 || rz < 0 || rx > pMap->GetXRegionMax() || rz > pMap->GetZRegionMax())	{
		TRACE("#### CMagicProcess-AreaAttackDamage() Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", m_pSrcUser->m_iUserId, m_pSrcUser->m_strUserID, rx, rz);
		return;
	}

	_MAGIC_TYPE3* pType3 = NULL;
	_MAGIC_TYPE4* pType4 = NULL;
	_MAGIC_TABLE* pMagic = NULL;

	int damage = 0, tid = 0, target_damage = 0, attribute = 0;
	float fRadius = 0; 

	pMagic = g_pMain->m_MagictableArray.GetData( magicid );   // Get main magic table.
	if( !pMagic )	{
		TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic maintable error ,, magicid=%d\n", magicid);
		return;
	}

	if(magictype == 3)	{
		pType3 = g_pMain->m_Magictype3Array.GetData( magicid );      // Get magic skill table type 3.
		if( !pType3 )	{
			TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table3 error ,, magicid=%d\n", magicid);
			return;
		}
		target_damage = pType3->sFirstDamage;
		attribute = pType3->bAttribute;
		fRadius = (float)pType3->bRadius;
	}
	else if(magictype == 4)	{
		pType4 = g_pMain->m_Magictype4Array.GetData( magicid );      // Get magic skill table type 3.
		if( !pType4 )	{
			TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table4 error ,, magicid=%d\n", magicid);
			return;
		}
		fRadius = (float)pType4->bRadius;
	}

	if( fRadius <= 0 )	{
		TRACE("#### CMagicProcess-AreaAttackDamage Fail : magicid=%d, radius = %d\n", magicid, fRadius);
		return;
	}


	__Vector3 vStart, vEnd;
	CNpc* pNpc = NULL ;      // Pointer initialization!
	float fDis = 0.0f;
	vStart.Set((float)data1, (float)0, (float)data3);
	char send_buff[256];
	int send_index=0, result = 1, count = 0, total_mon = 0, attack_type=0;; 
	int* pNpcIDList = NULL;

	EnterCriticalSection( &g_region_critical );

	CRegion *pRegion = &pMap->m_ppRegion[rx][rz];
	total_mon = pRegion->m_RegionNpcArray.GetSize();
	pNpcIDList = new int[total_mon];

	foreach_stlmap (itr, pRegion->m_RegionNpcArray)
		pNpcIDList[count++] = *itr->second;

	LeaveCriticalSection(&g_region_critical);

	for(int i = 0 ; i < total_mon; i++ ) {
		int nid = pNpcIDList[i];
		if( nid < NPC_BAND ) continue;
		pNpc = (CNpc*)g_pMain->m_arNpc.GetData(nid - NPC_BAND);

		if( pNpc != NULL && pNpc->m_NpcState != NPC_DEAD)	{
			if( m_pSrcUser->m_bNation == pNpc->m_byGroup ) continue;
			vEnd.Set(pNpc->m_fCurX, pNpc->m_fCurY, pNpc->m_fCurZ); 
			fDis = pNpc->GetDistance(vStart, vEnd);

			if(fDis <= fRadius)	{	// NPC가 반경안에 있을 경우...
				if(magictype == 3)	{	// 타잎 3일 경우...
					damage = GetMagicDamage(pNpc->m_sNid+NPC_BAND, target_damage, attribute, dexpoint, righthand_damage);
					TRACE("Area magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
					if(damage >= 0)	{
						result = pNpc->SetHMagicDamage(damage);
					}
					else	{
						damage = abs(damage);
						if(pType3->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
						else attack_type = magicid;

						if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_strUserID, m_pSrcUser->m_iUserId + USER_BAND) == FALSE)	{
							// Npc가 죽은 경우,,
							pNpc->SendExpToUserList(); // 경험치 분배!!
							pNpc->SendDead();
							m_pSrcUser->SendAttackSuccess(pNpc->m_sNid+NPC_BAND, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP);
						}
						else	{
							m_pSrcUser->SendAttackSuccess(pNpc->m_sNid+NPC_BAND, ATTACK_SUCCESS, damage, pNpc->m_iHP);
						}
					}

					send_index = 0;	
					// 패킷 전송.....
					//if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) 
					{
						SetByte( send_buff, AG_MAGIC_ATTACK_RESULT, send_index );
						SetByte( send_buff, MAGIC_EFFECTING, send_index );
						SetDWORD( send_buff, magicid, send_index );
						SetShort( send_buff, m_pSrcUser->m_iUserId, send_index );
						SetShort( send_buff, pNpc->m_sNid+NPC_BAND, send_index );
						SetShort( send_buff, data1, send_index );	
						SetShort( send_buff, result, send_index );	
						SetShort( send_buff, data3, send_index );	
						SetShort( send_buff, moral, send_index );
						SetShort( send_buff, 0, send_index );
						SetShort( send_buff, 0, send_index );

						g_pMain->Send( send_buff, send_index );
					}
				}
				else if(magictype == 4)	{	// 타잎 4일 경우...
					send_index = 0;		result = 1;
					switch (pType4->bBuffType) {	// Depending on which buff-type it is.....
						case 1 :				// HP 올리기..
							break;

						case 2 :				// 방어력 올리기..
							break;

						case 4 :				// 공격력 올리기..
							break;

						case 5 :				// 공격 속도 올리기..
							break;

						case 6 :				// 이동 속도 올리기..
							//if (pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime > 0) {
							//	result = 0 ;
							//}
							//else {
								pNpc->m_MagicType4[pType4->bBuffType-1].byAmount = pType4->bSpeed;
								pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime = pType4->sDuration;
								pNpc->m_MagicType4[pType4->bBuffType-1].fStartTime = TimeGet();
								pNpc->m_fSpeed_1 = (float)(pNpc->m_fOldSpeed_1 * ((double)pType4->bSpeed / 100));
								pNpc->m_fSpeed_2 = (float)(pNpc->m_fOldSpeed_2 * ((double)pType4->bSpeed / 100));
							//}
							break;

						case 7 :				// 능력치 올리기...
							break;

						case 8 :				// 저항력 올리기...
							break;

						case 9 :				// 공격 성공율 및 회피 성공율 올리기..
							break;	

						default :
							result = 0 ;
							break;
					}

					TRACE("Area magictype4 ,, magicid=%d\n", magicid);

					SetByte( send_buff, AG_MAGIC_ATTACK_RESULT, send_index );
					SetByte( send_buff, MAGIC_EFFECTING, send_index );
					SetDWORD( send_buff, magicid, send_index );
					SetShort( send_buff, m_pSrcUser->m_iUserId, send_index );
					SetShort( send_buff, pNpc->m_sNid+NPC_BAND, send_index );
					SetShort( send_buff, data1, send_index );	
					SetShort( send_buff, result, send_index );	
					SetShort( send_buff, data3, send_index );	
					SetShort( send_buff, 0, send_index );
					SetShort( send_buff, 0, send_index );
					SetShort( send_buff, 0, send_index );
					g_pMain->Send( send_buff, send_index );
				}
			}	
		}
	}

	if(pNpcIDList)	{
		delete [] pNpcIDList;
		pNpcIDList = NULL;
	}
}
Пример #2
0
void CMagicProcess::ExecuteType3(int magicid, int tid, int data1, int data2, int data3, int moral, int dexpoint, int righthand_damage )   // Applied when a magical attack, healing, and mana restoration is done.
{	
	int damage = 0, result = 1, send_index=0, attack_type = 0; 
	char send_buff[256];
	_MAGIC_TYPE3* pType = NULL;
	CNpc* pNpc = NULL ;      // Pointer initialization!

	_MAGIC_TABLE* pMagic = NULL;
	pMagic = g_pMain->m_MagictableArray.GetData( magicid );   // Get main magic table.
	if( !pMagic ) return; 

	if(tid == -1)	{	// 지역 공격
		result = AreaAttack(3, magicid, moral, data1, data2, data3, dexpoint, righthand_damage);
		//if(result == 0)		goto packet_send;
		//else 
			return;
	}

	pNpc = g_pMain->m_arNpc.GetData(tid-NPC_BAND);
	if(pNpc == NULL || pNpc->m_NpcState == NPC_DEAD || pNpc->m_iHP == 0)	{
		result = 0;
		goto packet_send;
	}
	
	pType = g_pMain->m_Magictype3Array.GetData( magicid );      // Get magic skill table type 3.
	if( !pType ) return;
	
//	if (pType->sFirstDamage < 0) {
	if ((pType->sFirstDamage < 0) && (pType->bDirectType == 1) && (magicid < 400000)) {
		damage = GetMagicDamage(tid, pType->sFirstDamage, pType->bAttribute, dexpoint, righthand_damage) ;
	}
	else {
		damage = pType->sFirstDamage ;
	}

	//TRACE("magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
	
	if (pType->bDuration == 0)    { // Non-Durational Spells.
		if (pType->bDirectType == 1) {    // Health Point related !
			//damage = pType->sFirstDamage;     // Reduce target health point
//			if(damage >= 0)	{
			if(damage > 0)	{
				result = pNpc->SetHMagicDamage(damage);
			}
			else	{
				damage = abs(damage);
				if(pType->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
				else attack_type = magicid;

				if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_strUserID, m_pSrcUser->m_iUserId + USER_BAND) == FALSE)	{
					// Npc가 죽은 경우,,
					pNpc->SendExpToUserList(); // 경험치 분배!!
					pNpc->SendDead();
					m_pSrcUser->SendAttackSuccess(tid, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}
				else	{
					// 공격 결과 전송
					m_pSrcUser->SendAttackSuccess(tid, ATTACK_SUCCESS, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}
			}
		}
		else if ( pType->bDirectType == 2 || pType->bDirectType == 3 )    // Magic or Skill Point related !
			pNpc->MSpChange(pType->bDirectType, pType->sFirstDamage);     // Change the SP or the MP of the target.
		else if( pType->bDirectType == 4 )     // Armor Durability related.
			pNpc->ItemWoreOut( DEFENCE, pType->sFirstDamage);     // Reduce Slot Item Durability
	}
	else if (pType->bDuration != 0)   {  // Durational Spells! Remember, durational spells only involve HPs.
		if(damage >= 0)	{
		}
		else	{
			damage = abs(damage);
			if(pType->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
			else attack_type = magicid;
				
			if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_strUserID, m_pSrcUser->m_iUserId + USER_BAND) == FALSE)	{
				// Npc가 죽은 경우,,
				pNpc->SendExpToUserList(); // 경험치 분배!!
				pNpc->SendDead();
				m_pSrcUser->SendAttackSuccess(tid, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP);
			}
			else	{
				// 공격 결과 전송
				m_pSrcUser->SendAttackSuccess(tid, ATTACK_SUCCESS, damage, pNpc->m_iHP);
			}
		}

		damage = GetMagicDamage(tid, pType->sTimeDamage, pType->bAttribute, dexpoint, righthand_damage);
		// The duration magic routine.
		for(int i=0; i<MAX_MAGIC_TYPE3; i++)	{
			if(pNpc->m_MagicType3[i].sHPAttackUserID == -1 && pNpc->m_MagicType3[i].byHPDuration == 0)	{
				pNpc->m_MagicType3[i].sHPAttackUserID = m_pSrcUser->m_iUserId;
				pNpc->m_MagicType3[i].fStartTime = TimeGet();
				pNpc->m_MagicType3[i].byHPDuration = pType->bDuration;
				pNpc->m_MagicType3[i].byHPInterval = 2;
				pNpc->m_MagicType3[i].sHPAmount = damage / (pType->bDuration / 2);
				break;
			}
		}	
	} 

packet_send:
	//if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) 
	{
		SetByte( send_buff, AG_MAGIC_ATTACK_RESULT, send_index );
		SetByte( send_buff, MAGIC_EFFECTING, send_index );
		SetDWORD( send_buff, magicid, send_index );
		SetShort( send_buff, m_pSrcUser->m_iUserId, send_index );
		SetShort( send_buff, tid, send_index );
		SetShort( send_buff, data1, send_index );	
		SetShort( send_buff, result, send_index );	
		SetShort( send_buff, data3, send_index );	
		SetShort( send_buff, moral, send_index );
		SetShort( send_buff, 0, send_index );
		SetShort( send_buff, 0, send_index );
		g_pMain->Send( send_buff, send_index );
	}
	
}
Пример #3
0
void CMagicProcess::AreaAttackDamage(int magictype, int rx, int rz, int magicid, int moral, int data1, int data2, int data3, int dexpoint, int righthand_damage)
{
	MAP* pMap = m_pSrcUser->GetMap();
	if (pMap == nullptr) return;
	// 자신의 region에 있는 UserArray을 먼저 검색하여,, 가까운 거리에 유저가 있는지를 판단..
	if(rx < 0 || rz < 0 || rx > pMap->GetXRegionMax() || rz > pMap->GetZRegionMax())	{
		TRACE("#### CMagicProcess-AreaAttackDamage() Fail : [nid=%d, name=%s], nRX=%d, nRZ=%d #####\n", m_pSrcUser->m_iUserId, m_pSrcUser->m_strUserID, rx, rz);
		return;
	}

	_MAGIC_TYPE3* pType3 = nullptr;
	_MAGIC_TYPE4* pType4 = nullptr;
	_MAGIC_TABLE* pMagic = nullptr;

	int damage = 0, tid = 0, target_damage = 0, attribute = 0;
	float fRadius = 0; 

	pMagic = g_pMain->m_MagictableArray.GetData( magicid );   // Get main magic table.
	if( !pMagic )	{
		TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic maintable error ,, magicid=%d\n", magicid);
		return;
	}

	if(magictype == 3)	{
		pType3 = g_pMain->m_Magictype3Array.GetData( magicid );      // Get magic skill table type 3.
		if( !pType3 )	{
			TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table3 error ,, magicid=%d\n", magicid);
			return;
		}
		target_damage = pType3->sFirstDamage;
		attribute = pType3->bAttribute;
		fRadius = (float)pType3->bRadius;
	}
	else if(magictype == 4)	{
		pType4 = g_pMain->m_Magictype4Array.GetData( magicid );      // Get magic skill table type 3.
		if( !pType4 )	{
			TRACE("#### CMagicProcess-AreaAttackDamage Fail : magic table4 error ,, magicid=%d\n", magicid);
			return;
		}
		fRadius = (float)pType4->bRadius;
	}

	if( fRadius <= 0 )	{
		TRACE("#### CMagicProcess-AreaAttackDamage Fail : magicid=%d, radius = %d\n", magicid, fRadius);
		return;
	}


	__Vector3 vStart, vEnd;
	CNpc* pNpc = nullptr ;      // Pointer initialization!
	float fDis = 0.0f;
	vStart.Set((float)data1, (float)0, (float)data3);
	int count = 0, total_mon = 0, attack_type=0;
	int* pNpcIDList = nullptr;
	bool bResult = true;

	pMap->m_lock.Acquire();
	CRegion *pRegion = &pMap->m_ppRegion[rx][rz];
	total_mon = pRegion->m_RegionNpcArray.GetSize();
	pNpcIDList = new int[total_mon];

	foreach_stlmap (itr, pRegion->m_RegionNpcArray)
		pNpcIDList[count++] = *itr->second;
	pMap->m_lock.Release();

	for(int i = 0; i < total_mon; i++)
	{
		int nid = pNpcIDList[i];
		if( nid < NPC_BAND ) continue;
		pNpc = g_pMain->m_arNpc.GetData(nid);

		if (pNpc == nullptr || pNpc->m_NpcState == NPC_DEAD)
			continue;

		if( m_pSrcUser->m_bNation == pNpc->m_byGroup ) continue;
		vEnd.Set(pNpc->GetX(), pNpc->GetY(), pNpc->GetZ()); 
		fDis = pNpc->GetDistance(vStart, vEnd);

		if(fDis > fRadius)
			continue;

		if (magictype == 3)
		{
			damage = GetMagicDamage(pNpc->GetID(), target_damage, attribute, dexpoint, righthand_damage);
			TRACE("Area magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
			if(damage >= 0)	{
				bResult = pNpc->SetHMagicDamage(damage);
			}
			else	{
				damage = abs(damage);
				if(pType3->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
				else attack_type = magicid;

				if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_iUserId + USER_BAND) == false)	{
					m_pSrcUser->SendAttackSuccess(pNpc->GetID(), MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP);
				}
				else	{
					m_pSrcUser->SendAttackSuccess(pNpc->GetID(), ATTACK_SUCCESS, damage, pNpc->m_iHP);
				}
			}

			// 패킷 전송.....
			//if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) 
			{
				Packet result(AG_MAGIC_ATTACK_RESULT, uint8(MAGIC_EFFECTING));
				result	<< magicid << m_pSrcUser->m_iUserId << pNpc->GetID()
						<< uint16(data1) << uint16(bResult) << uint16(data3)
						<< uint16(moral) << uint16(0) << uint16(0);
				g_pMain->Send(&result);
			}
		}
		else if(magictype == 4)	{	// 타잎 4일 경우...
			bResult = true;
			switch (pType4->bBuffType) {	// Depending on which buff-type it is.....
				case 1 :				// HP 올리기..
					break;

				case 2 :				// 방어력 올리기..
					break;

				case 4 :				// 공격력 올리기..
					break;

				case 5 :				// 공격 속도 올리기..
					break;

				case 6 :				// 이동 속도 올리기..
					//if (pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime > 0) {
					//	result = 0 ;
					//}
					//else {
						pNpc->m_MagicType4[pType4->bBuffType-1].byAmount = pType4->bSpeed;
						pNpc->m_MagicType4[pType4->bBuffType-1].sDurationTime = pType4->sDuration;
						pNpc->m_MagicType4[pType4->bBuffType-1].tStartTime = UNIXTIME;
						pNpc->m_fSpeed_1 = (float)(pNpc->m_fOldSpeed_1 * ((double)pType4->bSpeed / 100));
						pNpc->m_fSpeed_2 = (float)(pNpc->m_fOldSpeed_2 * ((double)pType4->bSpeed / 100));
					//}
					break;

				case 7 :				// 능력치 올리기...
					break;

				case 8 :				// 저항력 올리기...
					break;

				case 9 :				// 공격 성공율 및 회피 성공율 올리기..
					break;	

				default :
					bResult = false;
					break;
			}

			TRACE("Area magictype4 ,, magicid=%d\n", magicid);

			Packet result(AG_MAGIC_ATTACK_RESULT, uint8(MAGIC_EFFECTING));
			result	<< magicid << m_pSrcUser->m_iUserId << pNpc->GetID()
					<< uint16(data1) << uint16(bResult) << uint16(data3)
					<< uint16(0) << uint16(0) << uint16(0);
			g_pMain->Send(&result);
		}
	}

	if(pNpcIDList)	{
		delete [] pNpcIDList;
		pNpcIDList = nullptr;
	}
}
void CNpcMagicProcess::ExecuteType3(int magicid, int tid, int data1, int data2, int data3, int moral )  // Applied when a magical attack, healing, and mana restoration is done.
{	
	int damage = 0, result = 1, send_index=0, attack_type = 0; 
	char send_buff[256];
	_MAGIC_TYPE3* pType = NULL;
	CNpc* pNpc = NULL ;      // Pointer initialization!
	int dexpoint = 0;

	_MAGIC_TABLE* pMagic = NULL;
	pMagic = g_pMain->m_MagictableArray.GetData( magicid );   // Get main magic table.
	if( !pMagic ) return; 

	if(tid == -1)	{	// 지역 공격,, 몬스터의 지역공격은 게임서버에서 처리한다.. 유저들을 상대로..
		goto packet_send;
	}

	pNpc = g_pMain->m_arNpc.GetData(tid-NPC_BAND);
	if(pNpc == NULL || pNpc->m_NpcState == NPC_DEAD || pNpc->m_iHP == 0)	{
		result = 0;
		goto packet_send;
	}
	
	pType = g_pMain->m_Magictype3Array.GetData( magicid );      // Get magic skill table type 3.
	if( !pType ) return;
	
	damage = GetMagicDamage(tid, pType->sFirstDamage, pType->bAttribute, dexpoint);
//	if(damage == 0)	damage = -1;

	//TRACE("magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
	
	if (pType->bDuration == 0)    { // Non-Durational Spells.
		if (pType->bDirectType == 1) {    // Health Point related !
			if(damage > 0)	{
				result = pNpc->SetHMagicDamage(damage);
			}
			else	{
				damage = abs(damage);
/*				if(pType->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
				else attack_type = magicid;

				if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_strUserID, m_pSrcUser->m_iUserId + USER_BAND) == FALSE)	{
					// Npc가 죽은 경우,,
					pNpc->SendExpToUserList(); // 경험치 분배!!
					pNpc->SendDead();
					m_pSrcUser->SendAttackSuccess(tid, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}
				else	{
					// 공격 결과 전송
					m_pSrcUser->SendAttackSuccess(tid, ATTACK_SUCCESS, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}	*/
			}
		}
	}
	else if (pType->bDuration != 0)   {  // Durational Spells! Remember, durational spells only involve HPs.
	} 

packet_send:
	//if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) 
	{
		SetByte( send_buff, AG_MAGIC_ATTACK_RESULT, send_index );
		SetByte( send_buff, MAGIC_EFFECTING, send_index );
		SetDWORD( send_buff, magicid, send_index );
		SetShort( send_buff, m_pSrcNpc->m_sNid+NPC_BAND, send_index );
		SetShort( send_buff, tid, send_index );
		SetShort( send_buff, data1, send_index );	
		SetShort( send_buff, result, send_index );	
		SetShort( send_buff, data3, send_index );	
		SetShort( send_buff, moral, send_index );
		SetShort( send_buff, 0, send_index );
		SetShort( send_buff, 0, send_index );
		m_pSrcNpc->SendAll(send_buff, send_index);
	}
}
Пример #5
0
void CMagicProcess::ExecuteType3(int magicid, int tid, int data1, int data2, int data3, int moral, int dexpoint, int righthand_damage )   // Applied when a magical attack, healing, and mana restoration is done.
{	
	int damage = 0, attack_type = 0; 
	bool bResult = true;
	_MAGIC_TYPE3* pType = nullptr;
	CNpc* pNpc = nullptr ;      // Pointer initialization!

	_MAGIC_TABLE* pMagic = nullptr;
	pMagic = g_pMain->m_MagictableArray.GetData( magicid );   // Get main magic table.
	if( !pMagic ) return; 

	if(tid == -1)	{	// 지역 공격
		/*bResult =*/ AreaAttack(3, magicid, moral, data1, data2, data3, dexpoint, righthand_damage);
		//if(result == 0)		goto packet_send;
		//else 
			return;
	}

	pNpc = g_pMain->m_arNpc.GetData(tid);
	if(pNpc == nullptr || pNpc->m_NpcState == NPC_DEAD || pNpc->m_iHP == 0)	{
		bResult = false;
		goto packet_send;
	}
	
	pType = g_pMain->m_Magictype3Array.GetData( magicid );      // Get magic skill table type 3.
	if( !pType ) return;
	
//	if (pType->sFirstDamage < 0) {
	if ((pType->sFirstDamage < 0) && (pType->bDirectType == 1) && (magicid < 400000)) {
		damage = GetMagicDamage(tid, pType->sFirstDamage, pType->bAttribute, dexpoint, righthand_damage) ;
	}
	else {
		damage = pType->sFirstDamage ;
	}

	//TRACE("magictype3 ,, magicid=%d, damage=%d\n", magicid, damage);
	
	if (pType->bDuration == 0)    { // Non-Durational Spells.
		if (pType->bDirectType == 1) {    // Health Point related !
			//damage = pType->sFirstDamage;     // Reduce target health point
//			if(damage >= 0)	{
			if(damage > 0)	{
				bResult = pNpc->SetHMagicDamage(damage);
			}
			else	{
				damage = abs(damage);
				if(pType->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
				else attack_type = magicid;

				if (!pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_iUserId + USER_BAND))
				{
					m_pSrcUser->SendAttackSuccess(tid, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}
				else	{
					// 공격 결과 전송
					m_pSrcUser->SendAttackSuccess(tid, ATTACK_SUCCESS, damage, pNpc->m_iHP, MAGIC_ATTACK);
				}
			}
		}
		else if ( pType->bDirectType == 2 || pType->bDirectType == 3 )    // Magic or Skill Point related !
			pNpc->MSpChange(pType->bDirectType, pType->sFirstDamage);     // Change the SP or the MP of the target.
		// else if( pType->bDirectType == 4 )     // Armor Durability related.
		//	pNpc->ItemWoreOut( DEFENCE, pType->sFirstDamage);     // Reduce Slot Item Durability
	}
	else if (pType->bDuration != 0)   {  // Durational Spells! Remember, durational spells only involve HPs.
		if(damage >= 0)	{
		}
		else	{
			damage = abs(damage);
			if(pType->bAttribute == 3)   attack_type = 3; // 기절시키는 마법이라면.....
			else attack_type = magicid;
				
			if(pNpc->SetDamage(attack_type, damage, m_pSrcUser->m_iUserId + USER_BAND) == false)	{
				m_pSrcUser->SendAttackSuccess(tid, MAGIC_ATTACK_TARGET_DEAD, damage, pNpc->m_iHP);
			}
			else	{
				// 공격 결과 전송
				m_pSrcUser->SendAttackSuccess(tid, ATTACK_SUCCESS, damage, pNpc->m_iHP);
			}
		}

		damage = GetMagicDamage(tid, pType->sTimeDamage, pType->bAttribute, dexpoint, righthand_damage);
		// The duration magic routine.
		for(int i=0; i<MAX_MAGIC_TYPE3; i++)	{
			if(pNpc->m_MagicType3[i].sHPAttackUserID == -1 && pNpc->m_MagicType3[i].byHPDuration == 0)	{
				pNpc->m_MagicType3[i].sHPAttackUserID = m_pSrcUser->m_iUserId;
				pNpc->m_MagicType3[i].tStartTime = UNIXTIME;
				pNpc->m_MagicType3[i].byHPDuration = pType->bDuration;
				pNpc->m_MagicType3[i].byHPInterval = 2;
				pNpc->m_MagicType3[i].sHPAmount = damage / (pType->bDuration / 2);
				break;
			}
		}	
	} 

packet_send:
	//if ( pMagic->bType[1] == 0 || pMagic->bType[1] == 3 ) 
	{
		Packet result(AG_MAGIC_ATTACK_RESULT, uint8(MAGIC_EFFECTING));
		result	<< magicid << m_pSrcUser->m_iUserId << uint16(tid)
				<< uint16(data1) << uint16(bResult) << uint16(data3)
				<< uint16(moral) << uint16(0) << uint16(0);
		g_pMain->Send(&result);
	}
	
}